• Lore • Western Gauthrel: Bestiary

The Gauthrel Plains reach from the coasts of western Idalos to the very edge of Ne'haer before meeting the forests surrounding Hiladrith. The Fields of Gauthrel can be a dangerous place, one that is home to the most deadliest of creatures. It holds many secrets in the history of the land and may offer rewards to those who choose to journey out into the wild plains. It is best not to wander out alone in these fields. Even caravans have been known to go missing.

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Western Gauthrel: Bestiary

Western Gauthrel
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Western Gauthrel, often called the Westvale Bog, is a region of murky swamps, marsh and wetlands. It is a land renowned for fairly dense forestry as well, making it unique among the rest of Gauthrel, which is particularly dominated by grasslands, plains, savannah and hills. There is not much known about the deep interior of Western Gauthrel, as it is mostly unexplored. There is little history to speak of, few notable settlements, and an altogether lack of written information. However, what is well known about the region is that it is actually from these marshlands that the Lotharro originally came, crafted by Thetros amidst the loneliness of the solemn trees.

This area, throughout its history, has been renowned as one of the most dangerous regions in all of Idalos. Western Gauthrel has an exceptionally high density of monsters, even compared to the other lands of Gauthrel. Generally, the monsters of Western Gauthrel have one common trait that is persistent among them: high birth rates. They breed very quickly, while the Lothar of the area do not breed at all, and so they are constantly encroaching upon the settlements of clan Valendale. As a result, the clan is almost entirely nomadic, and it continues to be pushed further and further back into the fringes of the territory.

Monster-Killing Fame
Low: +1/-1
Low-Moderate: +2/-2
Moderate: +3/-3
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High: +6/-6
High-Exceptional: +10/-10
Exceptional: +15/-15
Exceptional-Legendary: +50/-50
Legendary: +150/-150
word count: 266
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Western Gauthrel: Bestiary

Fen Lokk
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Developed by Incubus

Danger Level: Moderate
Details: The Fen Lokk, or "Lost Brothers", are known for one thing especially: they are the creature from which the Lothar were designed. The Fen Lokk are an asexual species incapable of reproduction with one another. Instead, their bodies reform from biological compounds left by their corpses, in almost the same exact fashion as the Lothar. However, they are regarded as inferior to the Lothar, as while they possess similar levels of strength and endurance... they are unintelligent in comparison, and are rarely ever seen wielding weapons or sporting armor (though such things do happen on occasion).

Their natural ability, which sets them apart from other predators in Valendale, is the ability to camouflage with their surroundings. They are capable of manipulating the appearance of their outer layer, sprouting vines, moss, leaves, branches, etc - few know that a Fen Lokk is there until they have already begun their assault.

Lifespan and Development: They live in cycles of rebirth from their own materials, but have a much faster development cycle than the Lothar, reaching full maturity shortly after springing from their rebirth cycle.

Diet: They are omnivores, though they vastly prefer meat, and so are often seen in conflict with other creatures in Valendale. Few other creatures are intelligent enough to know to destroy their biological compounds, so generally they will continue to seek further conflict with the same beasts (even if they've been defeated several times) until they are worn down and vulnerable.

Temperament: They are hostile to any other race or species of creature, and will attack virtually anything they come into contact with, even if it's proven to be a losing battle. Even groups of one or two Fen Lokk have been known to attack traveling raids of Lothar in the hundreds, despite the clear impossibility of it. As a result, they are actually one of the fastest declining monsters in Gauthrel, as they do not expand their population while - unintentionally - seeking to lower it.

Abilities: Aside from their strength, speed, endurance and their natural camouflage, there is nothing particularly special about the Fen Lokk.

Weaknesses: No clear weaknesses.
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Western Gauthrel: Bestiary

Sennaga
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Developed by Incubus

Danger Level: Moderate-High

Details: The Sennaga are a creature native to Western Gauthrel, though with a large diaspora located all across the surrounding region, many even creeping among the rivers and shoreline of Melrath. They are a race of semi-intelligent reptiles with snakelike features, and are known for their howls that can daze and severely disorient foes.

Lifespan and Development: Sennaga breed by depositing their eggs into sacs that cling near the surface of marshland water, typically submerged mostly through the liquid. After being born, they quickly grow into full adults, within three seasons on average. Their development and growth is phenomenal, and their intellectual growth is the most astonishing. Some Sennaga have even been known to have been taught Haltunga, and in ways capable of basic communication, rather than merely repetition on command.

Due to their fast breeding cycles, they are a common threat in the West, and form communities and enclaves around marshes. Their secretions, bile and eggs can cover whole stretches of wetlands, creating for putrid and horrific environments. In terms of size, they are typically around the size of Ithecal and weigh about 500 lbs. They are all hermaphroditic.

Diet: They seem to be omnivores, and must consume an amount of food similar to an adult Ithecal.

Temperament: Intelligent, but aggressive, the Sennaga will often coordinate an assault on foes that wander too close to them. They have also been known to roam through Western Gauthrel in organized hunting packs. Some Sennaga have even taken on weapons left by dead Lotharen -- occasionally, one will find a Sennaga skilled in a bow, or a spear, even a waraxe or hammer. Some have even taken on shields.

Abilities: The Sennaga can release a high-pitched howl that stun and disorient foes. The pitch will almost fragment in their brain, throwing their senses out of whack. Other than this, they are dangerous due to their high speed, constriction capability, claws and endurance, as well as any potential weapon proficiency.

Weaknesses: Those who have heard the howl many times can begin to resist its effects. Additionally, they are terrified by fire, lightning and the smell of rot. Due to these factors, they must migrate alot, particularly when an area has grown too violent and they can no longer send groups to force out bodies to reduce the stench.
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Western Gauthrel: Bestiary

Nyrahne Leth
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Developed by Incubus

Danger Level: Moderate
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word count: 30
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Western Gauthrel: Bestiary

Murmatir
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Developed by Incubus

Danger Level: Exceptional

Details: The Murmatir is a large, sentient hive of intelligence located in swamp hubs. The entity, known for its control of the surrounding environment, possesses absolute authority over all surrounding trees, vines, marsh, and other flora. The Murmatir is, additionally, known to inject a compelling serum into the vines it controls, puncturing animals and monsters alike and gaining control over them. Murmatir are, essentially, the greatest reason that Western Gauthrel is so utterly dangerous - they command and delegate small armies of monsters to their will, subconsciously seeking to take over the whole of the Bog.

Lifespan and Development: Murmatir do not die. They were initially created by the remnants of the Immortals' War, which effected Gauthrel moreso than any other region. Since then, they have created themselves, expanding their domains and weaving their successors throughout the wetlands.

Diet: They do not eat.

Temperament: They are strangely malevolent, despite not being fully alive. Murmatir are exceptionally aggressive, commanding the marsh and monsters alike to slaughter any nearby targets not already under their influence.

Abilities: The Murmatir's primary ability is control. They can extend control of all flora within 100 meters of them, and by injecting a powerful dose of toxin into a target, they can assume absolute authority over nearly all living organics, to varying degrees. This includes sentient Idalosian races, though individuals with strong resistance may be able to fight off Murmatir's influence.

Weaknesses: Without their controlled creatures and flora, the Murmatir are nearly defenseless, despite being quite durable.
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Western Gauthrel: Bestiary

Roggelond (Mount)
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Danger Level: High
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Western Gauthrel: Bestiary

Nirn
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Danger Level: High-Exceptional
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Western Gauthrel: Bestiary

Bogg
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Danger Level: Moderate-High
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Western Gauthrel: Bestiary

Nostheron, "Spirachne"
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Danger Level: Moderate
Details: The Spirachne is not a creature most would wish to encounter. A large arachnoid, it's incredibly large body is not filled with material to make webs- but rather, acid. Yes, the inside of its belly is like a boiling vat of pure poison, hot acid that will shoot out of a small cannon-like tail on the end of its body. The tail is guarded with strong shell around it, to protect its soft flesh. It has so much acidity that even its long legs and spiked feet seem to glow green with the stuff. The front of the Spirachne also is covered in a green-colored shell with tan pointed tips, to protect its large, amber-colored, acid-filled belly. The Spirachne has six legs, two pincers in front of its mouth, and multiple little green eyes that can seen in the dark. It's actually usually found in the East of Gauthral, in the tall grasses. A few may be found near the swamps in the West, or at the base of the mountains to the North. However, they're rarely seen in the South, because the heat can kill Spirachne if it's intense enough.

Lifespan and Development: Spirachne actually tend to live long lives- if they survive past one arc. In their first arc of life, a Spirachne will usually be born in a litter of ten or even fifteen other Spirachne. However, their parents wash them in acid to help build their shell resistance and help them grow used to it as their own acid builds up. Many don't survive it, so only four or five typically live past their first arc. Once the first arc is over, though, they're much stronger. Spirachne live in great groups, typically, in nests they make. They can live up to one hundred arcs, and have eight or so pregnancies in their lives.

Diet: The Spirachne will eat just about anything alive and meaty. They will use their acid to melt it down, and then slurp it up. Given that they can shoot their acid out a good fifteen feet, they make great hunters, and usually can nab quite large prey.

Temperament: Spirachne are fairly hostile to any creature. They only like themselves, and find just about everything else to be food or a threat. If they spot you, they will fight. It's very rare that they will retreat, unless they think they're near death.

Abilities: A Spirachne's main ability is their acid. They can shoot it out up to fifteen feet, sometimes more, and it is extremely toxic, able to melt through almost anything. One hit with that and most people would be dead. Their feet, with have spiked ends and are positively glowing with their poison, are also deadly if you get cut or stabbed by one. If stabbed, it will inject your body with acid, melting you from the inside out. And even just a small cut will burn away some flesh and caught some definite pain. The Spirachne has very good sight, and is a skilled hunter and fighter. It also is rather fast.

Weaknesses: The Spirachne is susceptible to heat and fire. Also, their rounded amber center, hidden behind some armored shell, is an extreme weak spot. The joints of their legs are also weak and easily sliced through. A skilled fighter would take out their legs, then stab down on their round belly and kill them that way. The only issue is avoiding their acid. Plus, when being stabbed directly in the area where they make their acid, the fighter's weapon would probably be melted. Be prepared to lose a few weapons to the Spirachne.
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Western Gauthrel: Bestiary

Nur'zolus: The Dweller
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Developed by Incubus

Danger Level: Exceptional - Increasing over time
Details: Nur'Zolus is a massive aquatic beast, around 50 meters in length and of high mass, making it one of the largest monsters in Western Idalos. Consuming and evolving consistently from the remains of other powerful creatures of the Bog, the Dweller has gained considerable advances since he was first released into the wild.

The appearance of the Dweller is that of a massive beast with a human-like torso, massive webbed hands, and octopus-like tentacles emerging from his chest as his "lower body". Since development, however, he has begun to grow human-like legs, and has even been rumored to crawl onto land on numerous occasions, though usually the ocean follows him onto shore. His physiology is very adaptive to his environment, seemingly capable of changing his proportions in certain situations.

Lifespan and Development: The Dweller, crafted by means of grafting, biological expertise and the breeding of particular hereditary traits, is a colossal-class monster crafted by Icarus Iskariot - a deranged biological "innovator" - via a variety of different monster archetypes and genomes. The goal of this beast's creation was to create a new monster in Western Gauthrel that would surpass the Nirn in threat, effectively removing them from their native environment and pushing them into the fringes of the region. Essentially, Icarus sought to dominate the coastline of Gauthrel, utilizing his creations. However, unlike most of the other species under Icarus' development, he could not manage to precure a large sample of surviving genetic aberrations . . . but rather only one. The Dweller, known to Icarus as Nur'zolus, was the sole surviving resident of a total of 86 attempts by Icarus across a century or so of development. He has since proven to be Icarus' most powerful and devastating beast, even after several attempts to surpass him in might.

Diet: The Dweller does not consume other lifeforms for the sake of satiating hunger, but rather, fulfilling a need to process new information through its body. It is unknown whether or not it actually needs to eat other living entities, but regardless, it does so - voraciously.

Temperament: Nur'zolus will seek to devour virtually anything it can see, though it is intelligent, and will not attack a target thoughtlessly if it is endangered by it in any way.

Abilities: The Dweller gains information about its environment in multiple different ways. One of the greatest strengths of the Dweller is its ability to gather knowledge of its surroundings, including foes. It operates with vision, hearing, smell, taste, touch, and sonar and other forms of echolocation. Despite its ability to understand virtually all of its surroundings, it is actually quite difficult to detect Nur'zolus until it has decided to make you its prey. The creature utilizes a biological function - a gland - to cloak itself within the water, only appearing upon striking.

Another ability of Nur'zolus is extreme regeneration. The creature's tentacles and appendages regenerate rapidly, almost immediately after being severed. Its fast, forceful and ruthless strikes cannot easily be quelled, especially considering it sustains virtually no damage.

Weaknesses: The Dweller's primary weakness is at the back of its neck, where a membrane is located, acting as the central processing system (or brain) of the creature.
word count: 566
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